Player & Target Conditions

Conditions allow ExecutableItems users to settle criteria, conditions, or requirements.

INFO GIFS: The activator used on the GIFS to demonstrate how each condition works is the LOOP activator, that why the error message of the condition appear mutiple times.

You want add player conditions ?

So in the activator part add playerConditions.

And obviously it's targetConditions for the condition of the target.

For conditions that require numerical values, you can assign 2 conditions.

Example: "I want to create a condition that only activates if the value is greater than 50 but less than 250" So what you would type in the config will be 50 < CONDITION < 250

If a condition fails to be met, you can enable cancelEvent so if a specific condition isn't completed, cancelEvent will run. You can also customize the error message !

You can also run commands if the condition has failed to execute!

Example:

playerConditions:
    ifSneaking: true
    ifSneakingMsg: "&cMy custom error message here"
    ifSneakingCancel: true
    ifSneakingCmds:
    - kill %player%
Example
name: '&bMySword'
lore: []
material: DIAMOND_SWORD
headDBID: ''
glow: false
glowDrop: false
disableStack: false
keepItemOnDeath: false
give-first-join: false
give-slot: 0
usage: 0
usePerDay: -1
usageLimit: -1
disable-world: []
unbreakable: false
isSpecialProjectile: false
canBeUsedOnlyByTheOwner: false
storeItemInfos: false
config_3_5: 'true'
activators:
  activator1:
    activator: PLAYER_CLICK_ON_PLAYER
    displayName: Activator name
    usageModification: 0
    usePerDay: -1
    cancelEventIfMaxUsePerDay: false
    autoUpdateItem: false
    commands:
    - REGAIN HEALTH 3
    silenceOutput: false
    targetCommands:
    - DAMAGE 5
    cancelEventIfInvalidRequiredExecutableItems: false
    detailedClick: RIGHT
    cancelEvent: false
    playerConditions:
      ifSneaking: true
      ifSneakingMsg: '&cYou must sneaking to activate this activator'
    targetConditions:
      ifPlayerHealth: '>10'
      ifPlayerHealthMsg: '&cInvalid target health'

ifSneaking - Not

  • Description: Checks if the player is sneaking

  • Example:

playerConditions:
    ifSneaking: false
    ifSneakingMsg: '' #<- Here is where you will add the custom message.
    ifNotSneaking: true
    ifNotSneakingMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:

    • If the player is (not) sneaking, the activator will activate.

    • If the player is flying and descends by pressing the sneak button, the activator will activate. for ifSneaking

  • Required: NO (Default: false)

Do not enable ifNotSneaking if the condition ifSneaking is enabled as it does not make sense having both enabled

ifSprinting - Not

  • Description: Checks if the player is sprinting

  • Example:

playerConditions:
    ifSprinting: false
    ifSprintingMsg: '' #<- Here is where you will add the custom message.
    ifNotSprinting: false
    ifNotSprintingMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:

    • If the player is (not) sprinting, the activator will activate.

  • Required: NO (Default: false)

ifFlying - Not

  • Description: Checks if the player is flying

  • Example:

playerConditions:
    ifFlying: false
    ifFlyingMsg: '' #<- Here is where you will add the custom message.
    ifNotFlying: false
    ifNotFlyingMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:

    • If the player toggles flight by double-clicking the jump button and (not) flies, the activator will activate.

  • Required: NO (Default: false)

ifBlocking - Not

  • Description: Checks if the player is holding a shield and right-clicking it (blocking)

  • Example:

playerConditions:
    ifBlockng: false
    ifBlockingMsg: '' #<- Here is where you will add the custom message.
    ifNotBlockng: false
    ifNotBlockingMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:

    • If the player is (not) blocking with a shield, the activator will activate

  • Required: NO (Default: false)

ifGliding - Not

  • Description: Checks if the player is gliding

  • Example:

playerConditions:
    ifGliding: false
    ifGlidingMsg: '' #<- Here is where you will add the custom message.
    ifNotGliding: false
    ifNotGlidingMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:

    • If the player (not) glides midair with an elytra, the activator will activate.

  • Required: NO (Default: false)

ifSwimming - Not

  • Description: Checks if the player is swimming (1.13 Aquatic Update)

  • Example:

playerConditions:
    ifSwimming: false
    ifSwimmingMsg: '' #<- Here is where you will add the custom message.
    ifNotSwimming: false
    ifNotSwimmingMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:

    • If the player jumps into the water and starts swimming in a freestyle position, the activator will activate.

  • Required: NO (Default: false)

ifStunned - Not

  • Description: Checks if the player is stunned

  • Example:

playerConditions:
    ifStunned: false
    ifStunnedMsg: '' #<- Here is where you will add the custom message.
    ifNotStunned: false
    ifNotStunnedMsg: ''

You can stun a player by running the custom player command STUN_ENABLE

// Example of a stun of 5 seconds
- STUN_ENABLE
- DELAY 5
- STUN_DISABLE
  • Required: NO (Default: false)

ifIsOnFire - Not

  • Description: Checks if the player is on fire

  • Example:

playerConditions:
    ifIsOnFire: false
    ifIsOnFireMsg: '' #<- Here is where you will add the custom message.
    ifIsNotOnFire: false
    ifIsNotOnFireMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:

    • If the player is (not) on fire by falling in lava / walking on fire, the activator will activate

  • Required: NO (Default: false)

ifIsInTheAir - Not

  • Description: Checks if the player is in the air.

  • Example:

playerConditions:
    ifIsInTheAir: false
    ifIsInTheAirMsg: '' #<- Here is where you will add the custom message.
    ifIsNotInTheAir: false
    ifIsNotInTheAirMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:

    • If the player has (no) blocks under its feet, the activator will activate.

  • Required: NO (Default: false)

ifPlayerMustBeOnHisTown

  • SUPPORTS THE FOLLOWING PLUGINS:

    • Towny

  • Description: Checks if the player is on his town.

  • Example:

playerConditions:
    ifPlayerMustBeOnHisTown: true
    ifPlayerMustBeOnHisTownMsg: '' #<- Here is where you will add the custom message.
  • Required: NO (Default: false)

ifPlayerMustBeOnHisClaim

  • SUPPORTS THE FOLLOWING PLUGINS:

    • GriefPrevention

    • Lands

    • GriefDefender

    • Residence

  • Description: Checks if the player is on a claim he/she has permission at.

  • Example:

playerConditions:
    ifPlayerMustBeOnHisClaim: true
    ifPlayerMustBeOnHisClaimMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:

    • If the player is on a claim he/she owns, the activator will activate.

    • If the player is on a claim that he/she does not own but has permission, the activator will activate.

  • Required: NO (Default: false)

ifPlayerMustBeOnHisClaimOrWilderness

  • SUPPORTS THE FOLLOWING PLUGINS:

    • GriefPrevention

    • Lands

    • GriefDefender

    • Residence

  • Description: Checks if the player is on a claim he/she has permission at or in wilderness.

  • Example:

playerConditions:
    ifPlayerMustBeOnHisClaimOrWilderness: true
    ifPlayerMustBeOnHisClaimOrWildernessMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:

    • If the player is on a claim he/she owns, the activator will activate.

    • If the player is on a claim that he/she does not own but has permission, the activator will activate.

    • if the player is on wilderness the activator will activate.

  • Required: NO (Default: false)

ifPlayerMustBeOnHisIsland

  • Description: Checks if the player is on his/her island.

  • Plugins compatible:

    • IridiumSkyblock

    • SuperiorSkyblock2

    • BentoBox

  • Example:

playerConditions:
    ifPlayerMustBeOnHisIsland: true
    ifPlayerMustBeOnHisIslandMsg: '' #<- Here is where you will add the custom message
  • Example Situations:

    • If the player is on his island, the activator will activate.

  • Required: NO (Default: false)

ifPlayerMustBeOnHisPlot

  • SUPPORTS THE FOLLOWING PLUGINS:

    • PlotSquared

  • Description: Checks if the player is on a plot he/she has permission at.

  • Example:

playerConditions:
    ifPlayerMustBeOnHisPlot: true
    ifPlayerMustBeOnHisPlotMsg: '' #<- Here is where you will add the custom message
  • Required: NO (Default: false)

ifCursorDistance

  • Description: Checks if the direction the player looking at is clear or blocked

  • Example:

 playerConditions:
  ifCursorDistance: '>5'
  ifCursorDistanceMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:

    • In ">5", as long as there is air beyond 5 blocks in front of you, the activator will activate

    • In "<5", if there are air blocks 5 blocks ahead of you, the activator will not activate

  • Required: NO

ifLightLevel

  • Description: Checks if the player is on a place with the correct light level

  • Example:

1playerConditions:2ifLightLevel: ==53ifLightLevelMsg: '' #<- Here is where you will add the custom message.Exit with⌃↩

  • Example Situations:

    • If the value is <5, the activator will only activate if the light level in the player's location is below 5

    • If the value is <=5, the activator will only activate if the light level in the player's location is 5 and below.

    • If the value is ==13, the activator will only activate if the light level in the player's location is 13.

    • If the value is >5, the activator will only activate if the light level in the player's location is above 5.

    • If the value is >=5, the activator will only activate if the light level in the player's location is 5 and above.

  • Required: NO

  • More Info: You can edit the error message by adding this in the file: ifLightLevelMsg: "&4&lError you need...." or in ingame.

​If the value is ==13, the activator will only activate if the light level in the player's location is 13.

ifPlayerExp

  • Description: Checks if the player has the said amount of experience points.

  • Example:

playerConditions:
    ifPlayerExp: <8
    ifPlayerExpMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:

    • If the value is <120, the activator will only activate if the player's experience points is below 120

    • If the value is <=96, the activator will only activate if the player's experience points is 96 and below.

    • If the value is ==13, the activator will only activate if the player's experience points is 13.

    • If the value is >696, the activator will only activate if the player's experience points is above 696.

    • If the value is >=45, the activator will only activate if the player's experience points is 45 and above.

  • Required: NO

ifPlayerLevel

  • Description: Checks if the player has the said amount of experience levels.

  • Example:

playerConditions:
    ifPlayerLevel: <76
    ifPlayerLevelMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:

    • If the value is <700, the activator will only activate if the player's experience points is below 700

    • If the value is <=1296, the activator will only activate if the player's experience points is 1296 and below.

    • If the value is ==153, the activator will only activate if the player's experience points is 5.

    • If the value is >420, the activator will only activate if the player's experience points is above 420.

    • If the value is >=99, the activator will only activate if the player's experience points is 99 and above.

  • Required: NO

ifPlayerFoodLevel

  • Description: Checks if the player has the said amount of food

  • Example:

playerConditions:
    ifPlayerFoodLevel: '>=12'
    ifPlayerFoodLevelMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:

    • If the value is <10, the activator will only activate if the player's food is below 10

    • If the value is <=10, the activator will only activate if the player's food is 10 and below.

    • If the value is ==10, the activator will only activate if the player's food is 10.

    • If the value is >10, the activator will only activate if the player's food is above 10.

    • If the value is >=10, the activator will only activate if the player's food is 10 and above.

  • Required: NO

ifPlayerHealth

  • Description: Checks if the player has the said amount of health

  • Example:

playerConditions:
    ifPlayerHealth: ==20
    ifPlayerHealthMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:

    • If the value is <10, the activator will only activate if the player's health is below 10

    • If the value is <=10, the activator will only activate if the player's health is 10 and below.

    • If the value is ==10, the activator will only activate if the player's health is 20.

    • If the value is >10, the activator will only activate if the player's health is above 10.

    • If the value is >=10, the activator will only activate if the player's health is 10 and above.

  • Required: NO

ifPosX

  • Description: Checks if the player is in the said X level.

  • Example:

playerConditions:
    ifPosX: <76
    ifPosXMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:

    • If the value is <700, the activator will only activate if the player's X-position value is below 700

    • If the value is <=1296, the activator will only activate if the player's X-position value is 1296 and below.

    • If the value is ==153, the activator will only activate if the player's X-position value is 5.

    • If the value is >420, the activator will only activate if the player's X-position value is above 420.

    • If the value is >=99, the activator will only activate if the player's X-position value is 99 and above.

  • Required: NO

ifPosY

  • Description: Checks if the player is in the said Y level.

  • Example:

playerConditions:
    ifPosY: <76
    ifPosYMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:

    • If the value is <700, the activator will only activate if the player's Y-position value is below 700

    • If the value is <=1296, the activator will only activate if the player's Y-position value is 1296 and below.

    • If the value is ==153, the activator will only activate if the player's Y-position value is 5.

    • If the value is >420, the activator will only activate if the player's Y-position value is above 420.

    • If the value is >=99, the activator will only activate if the player's Y-position value is 99 and above.

  • Required: NO

ifPosZ

  • Description: Checks if the player is in the said Z level.

  • Example:

playerConditions:
    ifPosZ: <76
    ifPosZMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:

    • If the value is <700, the activator will only activate if the player's Z-position value is below 700

    • If the value is <=1296, the activator will only activate if the player's Z-position value is 1296 and below.

    • If the value is ==153, the activator will only activate if the player's Z-position value is 5.

    • If the value is >420, the activator will only activate if the player's Z-position value is above 420.

    • If the value is >=99, the activator will only activate if the player's Z-position value is 99 and above.

  • Required: NO

ifHasPermission - Not

  • Description: Checks if the player has (not) the said permission.

  • Example:

playerConditions:   
    ifHasPermission:
    - test.ei
    ifHasPermissionMsg: '' #<- Here is where you will add the custom message.
    ifNotHasPermission:
    - test.ei
    ifNotHasPermissionMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:

    • If the player has the permission custom.jump.yes, the activator will activate. If the player does not have that permission, it will not activate.

    • The actual condition is not used in this gif to properly display the behavior of the condition. When you actually use this condition, a specific error relays on you

  • Required: NO

BEST TESTED WITHOUT OP BECAUSE IF YOU ARE OPPED, YOU HAVE ACCESS TO ANY TYPE OF PERM WHICH MAKES THIS PERMISSION USELESS

ifHasTag - Not

  • Description: Checks if the player has the selected tag.

  • Example:

    playerConditions:
      ifHasTag:
      - thisisthenameofmytag
      ifHasTagMsg: ''
      ifNotHasTag:
      - thisisthenameofmytag
      ifNotHasTagMsg: ''

ifTargetBlock - Not

  • Description: Checks if the player is (not) selecting the said block.

  • Example:

playerConditions:
    ifTargetBlock:
    - SAND
    ifTargetBlockMsg: '' #<- Here is where you will add the custom message.
    ifNotTargetBlock:
    - DIRT
    ifNotTargetBlockMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:

    • If the player is hovering his/her cursour into sand, the activator will activate.

  • Required: NO

ifIsInTheBlock - Not

  • Description: Checks if the player is (not) in a block.

  • Example:

playerConditions:
    ifIsInTheBlock:
     material0:
       material: COBWEB
    ifIsInTheBlockMsg: '' #<- Here is where you will add the custom message.
    ifIsNotInTheBlock:
     material0:
       material: WATER
       tags: '{level:0}'
    ifIsNotInTheBlockMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:

    • If the player is in a COBWEB (head or feets), the activator will activate.

    • As long as the player is not more than 1 block higher from the block the player is in, the activator will activate

  • Required: NO (Default: false)

For tags specifications, refer to this list:

ifIsOnTheBlock - Not

  • Description: Checks if the player is (not) standing on a block.

  • Example:

playerConditions:
    ifIsOnTheBlock:
        blocks:
        - EXECUTABLEBLOCKS:FREE_HUT
        - DIAMOND_BLOCK
  • Example Situations:

    • If the player has stone under its feet, the activator will activate.

    • As long as the player is not more than 1 block higher from the block the player is standing at, the activator will activate

  • Required: NO (Default: false)

You can add a group of blocks, these are the groups:
    ALL_CHESTS,
    ALL_FURNACES,
    ALL_PLANKS,
    ALL_LOGS,
    ALL_WOODS,
    ALL_ORES,
    ALL_WOOLS,
    ALL_SLABS,
    ALL_STAIRS,
    ALL_FENCES,
    ALL_SAPLINGS,
    ALL_CROPS,
    ALL_DOORS,
    ALL_TRAPDOORS,
    ALL_BEDS,
    ALL_TERRACOTTA,
    ALL_NORMAL_TERRACOTTA,
    ALL_GLAZED_TERRACOTTA,
    ALL_CONCRETE,
    ALL_GLASS,
    ALL_STAINED_GLASS,
    ALL_SHULKER_BOXES;

For tags specifications, refer to this list:

It supports IA and EB blocks

ifPlayerMounts - Not

  • Description: Check if the player is (not) mounting the "entity(es) selected"

  • Example:

playerConditions:
    ifPlayerMounts:
    - COW
    - SILVERFISH
    - FOX
    ifPlayerMountsMsg: '&4&l&o[ExecutableItems] &cYou must mount on a specific entity to active the activator: &6%activator% &cof this item!'
    
    ifPlayerNotMounts:
    - PIG
    ifPlayerNotMountsMsg: '&4&l&o[ExecutableItems] &cdont mount pigs'

ifInBiome - Not

  • Description: Checks if the player is (not) in the said biome.

  • Example:

playerConditions:
    ifInBiome:
    - TAIGA
    - EXTREME_HILLS
    ifInBiomeMsg: '' #<- Here is where you will add the custom message.
    
    ifNotInBiome:
    - EXTREME_HILLS
    ifNotInBiomeMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:

    • If the player is in the Birch Forest Biome and the Birch Forest Biome is listed in the list of worlds in the ifInBiome: condition, the activator will acitvate.

  • Required: NO

ifInRegion - Not

  • Description: Checks if the player is (not) in the said region (WorldGuard Region).

  • Example:

playerConditions:
    ifInRegion:
    - area1
    ifInRegionMsg: '' #<- Here is where you will add the custom message.
    
    ifNotInRegion:
    - mySpawnRegion
    ifNotInRegionMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:

    • If the player is in the "area1" region and the "area1" region is listed in the list of worlds in the ifInRegion: condition, the activator will activate.

  • Required: NO

ifInWorld - Not

  • Description: Checks if the player is (not) in the said world.

  • Example:

playerConditions:
    ifInWorld:
    - world_nether
    ifInWorldMsg: '' #<- Here is where you will add the custom message.
    
    ifNotInWorld:
    - world_the_end
    ifNotInWorldMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:

    • If the player is in the nether and the nether is listed in the list of worlds in the ifInWorld: condition, the activator activates.

  • Required: NO

ifPlayerHasEffect

  • Description: Checks if the player has the effect(s).

  • Example:

playerConditions:
    ifPlayerHasEffect:
    - "SPEED:0"        <- (Format: "EFFECT:MINIMAL_REQUIRED_AMPLIFIER") 
    ifPlayerHasEffectMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:

    • If the player has speed with at least an amplifier of 0, the activator will activate

  • List of all effects: https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/potion/PotionEffectType.html

  • Required: NO

ifPlayerNotHasEffect

  • Description: Checks if the player doesn't have the effect(s).

  • Example:

playerConditions:
    ifPlayerNotHasEffect:
    - SPEED:2 # if the player has speed 1 = okay, but if has speed 2 or above, invalid
    ifPlayerNotHasEffectMsg: '&4&l&o[ExecutableItems] &cYou have an effect that you shouldn''t have to active the activator: &6%activator% &cof this item!'
    ifPlayerNotHasEffectCE: false

ifCanBreakTargetedBlock

  • Description: Checks if the player can break the targeted block

  • Example:

playerConditions:
    ifCanBreakTargetedBlock: true

Support GriefPrevention, IridiumSkyblock, SuperiorSkyblock, BentoBox, Lands, Worldguard, Towny, ProtectionStones; Residence

ifPlayerHasEffectEquals

  • Description: Checks if the player has the effect(s). MUST HAVE THE EXACT AMPLIFIER

  • Example:

playerConditions:
    ifPlayerHasEffectEquals:
    - "SPEED:1"        <- (Format: "EFFECT:REQUIRED_AMPLIFIER") 
    ifPlayerHasEffectEqualsMsg: '' #<- Here is where you will add the custom message.
  • Example Situations:

    • If the player has speed with an amplifier of 1, the activator will activate

  • List of all effects: https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/potion/PotionEffectType.html

  • Required: NO

ifPlayerHasExecutableItems - Not

  • Description: Checks if the player has (not) the said ExecutableItems.

  • Example:

playerConditions:
      ifHasExecutableItems:
        condition1:
          multi-choices:
            '1':
              executableItem: test1
              amount: 1
              detailedSlots:
              - 38
            '2':
              executableItem: test2
              amount: 1
              detailedSlots:
              - 38
            '3':
              executableItem: test3
              amount: 1
              detailedSlots:
              - 38
        condition2:
          executableItem: ddx
          amount: 1
          detailedSlots:
          - 40
  • The example above works like this.

    • You must have an ei item with the id either "test1", "test2" or "test3" on slot 38, the activator runs

    • You must have an ei item with the id "ddx" on slot 40

  • Required: NO

Copy correctly the index of the example, some people have asked support, all of them didn't copy correctly the format.

ifPlayerHasItem - Not

  • Description: Checks if the player has specific items

  • Example:

playerConditions:
    ifHasItems:
        condition1:
          multi-choices:
            '1':
              material: DIAMOND_HELMET
              amount: 1
              detailedSlots:
              - 39
            '2':
              material: IRON_HELMET
              amount: 1
              detailedSlots:
              - 39
        condition2:
          material: DIAMOND_CHESTPLATE
          amount: 1
          detailedSlots:
          - 38
    ifHasItemMsg: '' #<- Here is where you will add the custom message.
    
    ifHasNotItems:
        hasItem0:
          material: STONE
          amount: 32
          detailedSlots:
          - -1 #<- -1 means main hand
    ifHasNotItemMsg: '&cYou should not have more than 32 stones in your main hand !'
  • Example Situations:

    • If the diamond helmet is at the slot 39, the activator will activate

  • Required: NO

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